Various special rules could be in effect. If your unit has a forbidden ability, you'll still be able to use the unit, but that ability will be blocked. The Party setup screen shows you which units have abilities that are forbidden. Select an opponent and battle begins. Opponents may have a ratio between 0.50 and 1.50.

Opponent list will reset every 10 minutes. Between minute 0 to 4, the list might switch back and forth between old and new list. Once it hits minute 4 (e.g. :04, :14, :24,...), the list will change to the new one for the remainder of the 10 minutes.

Every week, the arena will have special rules that consist of 2 forbidden and 1 bonus. Forbidden rule forbids you to use abilities of the specified type, while bonus gives 30% stats bonus, including HP and MP, to unit of the specified game series. Stats bonus stacks with everything else as it uses unique buffs. Special rules will change every week, predetermined by the developer, usually to coincide with a new event or unit.

Each battle consists of 10 turns. At the start of each turn, there is a roll for initiative. Players will fight until either one team is KO'd or the 10 turns expire. If time expires, decision is based on how many units are KO'd during battle.

After the battle, you gain ranking points. You gain 10 points for losing. For winning, you will gain points equal to your opponent's ratio times 100, increased by your streak bonus, rounded to the nearest whole.

Your streak bonus is based on the number of consecutive wins you have achieved (including the current battle) as shown in the table below:

Win streak

1

2

3

4

5

6

7

8

9

10+

Streak Bonus

—

+10%

+11%

+12%

+13%

+14%

+15%

+16%

+17%

+18%

Note: The screen, after you select your opponent but before the battle begins, displays bonus of the previous win; in other words, your bonus may actually be 1% higher than is shown just before the battle (or 10% higher for the battle after the first win of the streak).

After each Arena battle, you obtain Arena Medals which can be exchanged for rewards. The Arena Medal exchange system is a hexagonal grid, like the ones used to train Espers.

Completing an exchange board requires 1020 Arena Medals, upon which one will receive a 4-star pot. To see which pot you will get after completing the current board, tap on the chest in the middle of the board. There are 7 boards which are cycled in the order shown the following table (left to right):

It takes a minimum of 510 Colosseum orbs to complete all 7 boards (~73 per board), though 600-800 would be more realistic when factoring losses and the unavailability of 1.50 ratio opponents during the first day of each week. For comparison, it takes a minimum of 825 orbs to complete all rounds of the Colosseum plus 88 more to craft the Blood Sword.

Every time you enter an arena battle, the enemy will select an AI pattern seen below. This pattern is used as a priority order, sequentially starting from the top. This pattern will persist throughout the whole battle, and not randomized per turn.

To make your arena party static, you can go to Menu > Option and select arena party. The chosen party will always be your default arena party.

Damage is normally limited to 999 per attack but can hit higher due to Chain Attacks (+0.1x max per Chain Attack, or +99 Damage if you hit 999 normally), making strong single-hit abilities weaker. Healing an enemy Cloud of Darkness can also go over this cap or you can use Raise/Full Life to instantly kill her.

Barrage can deal up to 4*999 dmg (8*999 for Dual Wield units). Other abilities noted by a D as its attack hits (Default Unit Attack) will also go over the cap, with an odd example being Lasswell's Exorcising Storm, which is an AoE attack that hits twice and if dual wielded hits 4 times, which can equal (2 or 4 w/ Dual Wield)*999 AOE dmg.

AoE magic and elemental chains are recommended, as these will go higher than the 999 cap and stack in damage fast.

Tank units are generally not useful unless they have strong cover abilities and healing such as Cecil.

Osmose and Lance can remove a great deal (if not all) of an enemy's MP, severely limiting their options to normal attacks and passives like Cover.

Death is a forbidden ability but can be used if gotten via Recall (24%) or Slot (25%).

Using petrify-inflicting weapons and abilities in arena secures easy wins, since petrified units are considered defeated. The status effect can be removed by Stona, and other status removal abilities, but the AI will rarely, if ever use them. Using a weapon that inflicts petrify such as Golem's Staff, Break Blade, or Razzmatazz with Multi-hit abilities such as Barrage or Bladeblitz synergizes well as it has a chance of inflicting petrify to every unit hit. Using an ability that inflicts petrify adds to the chance as well.

In the event of being affected by status ailments, Ling'sDance of Life, Terra'sRay of Hope, or other similar abilities are effective at removing several status ailments from the caster or from all allies. It is advisable to protect your status remover from statuses by equipping them for immunity if they do not have innate immunity.

So long as the opponent does not have death resistance, Odin or any Death dealing skill can be used against them.

This page was last edited on 10 November 2017, at 00:23.

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